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Paid a bod yn dwp

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Posts posted by Paid a bod yn dwp

  1. 12 hours ago, Bill the barbarian said:

    No fever, you must have one. read it again...

    :0

    the question is whether one can cast a heal in one round no matter how many SRs it would take to cast based on the number of MPs... 

     

    I would have thought the boosting to over come defensive magic is a separate issue from the main body of the spell description, and should follow the spell boosting rules. Shouldn’t change the fact that if you boost the spell with magic points to over come defensive magic that that could take you into the next round on SR’s - You can’t enhance the healing ability  with boosting. That stays within the limit of the learnt variable spell - Heal 1 , Heal 2 etc 

  2. Maybe missing something here - but Just looks like one casting of heal per round, and I would assume per caster, no reason in the text I can see  to assume otherwise. The spell description says that in the RAW. Seems clear to me but maybe not the RAI? 

  3. 2 hours ago, Akhôrahil said:

    I can’t see where it says that, though:

    ”This spell repairs damage done to hit points. The part of
    the body being healed must be touched. Each point of Heal
    repairs 1 hit point in a designated location. The effect is
    immediate. If the location is not fully restored, Heal can be
    used again in subsequent melee rounds.
    Heal cannot raise an adventurer from the dead. However,
    2 points of Heal will cauterize any wound or severed limb,
    and 6 points of Heal will restore a severed limb to the body
    if both parts are available.”

    Where’s the ”per round” thing people are talking about? Is it ”subsequent melee rounds”? This is surely just poor phrasing - if the spell could only be cast once per round (unlike essentially every other Spirit Magic spell and standard rules for spellcasting), surely it would say so?

    EDIT: Compare with general rule - ”If the caster is unsuccessful, no magic points are expended, and they may try again in the next melee round”. I for one don’t read this as forbidding repeated casting in a round after failure - it’s just dubious writing.

    Just passing through - I’d say that the spell description is pretty clear here. It specifically calls out that you may attempt another casting next round if there’s still healing to be done.
     

    It doesn’t say you may attempt another casting this round if you have sufficient SR’s. 

    Looks intentional to me - One casting per round for Heal.

  4. I have WD issue 58, which has a single page spread called Cameos - Short Scenarios for RuneQuest Pavis Adventurers. It’s written by Pete Whitelaw.

    Not sure if permission can be got to use the two short cameos presented? Or maybe there’s inspiration there for an adaptation? 

    • Like 1
  5. On 4/3/2022 at 8:45 AM, DreadDomain said:

    Interesting video. From a world perspective, I am definitely in the camp of de-emphasizing Elmal and focus on Yelmalio = good, and de-emphasizing the Hero Wars/HeroQuest era and focus on the RQ2/RQ3 era = good, and demedievalize the west = good.

    Agree - from my POV, collecting RQ3 at the time, the idea of a medieval west, and dark age Viking like orlanthi as was shown in the Glorantha boxed set, really grated with the Bronze Age ancient feel of what I thought Glorantha was about. Have to admit I lost a lot of faith with the setting because of that - but that’s in the past. Lovely to see RQG blossom now in such a well realised way. 100% on board.

    • Like 2
  6. 4 hours ago, Bill the barbarian said:

    Close enough for Rock n Roll, hand grenades, and on-the-fly RQ conversions, eh?

    Yeah I’d forgotten about the little differences in how things are calculated in RQ3 - characteristics , dex sr, damage bonus and weapon damage bla bla etc but thankfully that level of detail is’nt necessary for Rock n’ Roll RuneQuest, or is that Jazz RuneQuest? I know the scales, Let’s get back to improv 🎶  😎

     

    I

    • Like 1
    • Haha 1
  7. 30 minutes ago, Nick Brooke said:

    For RQ Classics, see the advice at the back of the core rulebook (pages 432-437). But the books themselves aren't converted, those are guidelines for RQG GMs using them with the new system. My advice is to wing it - add things you actually need on the fly, rather than investing many hours in unnecessary conversion work. Remember, the players don't ever get to audit your NPCs! If a strike rank or hit point breakdown is "slightly wrong," who cares?

    Good point. The more I thought about the more small things you could get hung up about in a conversion .  It really doesn’t matter that much in running the game. Broad brush stokes - it’s close enough.

    I guess there’s an argument for a full conversion if you’re trying to remove potential barriers for newcomers to the game. 

    • Like 2
  8. On 3/23/2022 at 7:25 AM, Nick Brooke said:

    I think my esteemed colleague @David Scott is mistaken when he dismisses the Coders as having “no interest for RQG.” You could say the same about the RuneQuest Classics Pavis, Big Rubble and Borderlands. Plenty of people still have fun with that older material, either playing it “as-is” (in the Before Times) or else sensibly adapting it for post-Dragonrise play.

    More of an issue (but not that much of one, IMO) is the deliberately gross, RQ3-exploiting statblocks of many of the Strangers. But that would be a bad reason to dismiss the core RQ3 Renaissance publications (Sun County, Troubled Waters, Shadows & Strangers).

    Modest proposal: bundle Troubled Waters plus The Lunar Coders plus Barran the Monster-Slayer into one book. (Skip Arlaten the Magus if the Guide to Glorantha retcon of the West and changes to Sorcery rules between RQ3 and RQG make him unsalvageable; I don’t have a dog in that fight). Reissue Sun County and Shadows on the Borderlands as-is. Put no effort into converting RQ3 to either RQ Classic or RQG (or indeed writing conversion notes): our readers are intelligent, they can do what’s necessary to use these titles in their games.

    Job done.

    I remember planning to run the Troubled Waters Campaign, but then life events overtook and the deep freeze fell. For years I was like Han Solo in suspended animation, but probably not as cool.

    Be great to see this material available again.

    What’s the conversion process to RQG? Passions, Runes, Rune pools, Then it gets tricker with sorcery. Not forgetting minor adjustments to strike ranks. Appearance to Charisma - Did I miss anything? 

    • Like 2
  9. 16 hours ago, Rodney Dangerduck said:

    The "start" of the round, and the defender's parry periodically resetting to full at that instant, is a completely artificial construct.

    I don't find this an issue. I see It as a formal, in game way of establishing the limits on a burst of activity within the RQ melee round. It's no different to the established in game limit to number of attacks permissible in a melee round.

    The instinct to defend and avoid blows is strong, but there is a point when you do become overwhelmed by a number of attacks within a melee round. There's a physical and mental point when the sheer number of attacks in quick succession can reduce your effectiveness at parrying. I think the rule does a decent job of modelling that in the abstraction of the melee round. The beginning of the new melee round represents a small reset as your head clears and you reassess where the danger is and who your target is. Its like catching your breath, quickly assessing and anticipating where the next blows are coming from...regaining your physical balance, getting your footing right  for the next burst of activity etc

    • Like 2
  10. 1 hour ago, JustAnotherVingan said:

    I don't think I'd allow a player to say I want to apply the penalty to some parries then use full score against a later attack. Its a penalty for multiple actions taken in quick succession, not a conscious decision.

    Yes my feeling too. It’s a flurry of activity happening in quick succession. Getting to chose what % of parry you apply to each attack is getting a bit too meta for me. It’s an abstract round of frantic activity, if you’re overwhelmed by number of attacks, that’s reflected in the ever decreasing chance of defending. 
     

    1 hour ago, JustAnotherVingan said:
    2 hours ago, Paid a bod yn dwp said:

    I think I'd allow choosing not to parry/dodge a blow. Especially if facing several enemies you might choose to concentrate on the most dangerous (or ignore the club but watch for the stinger if facing a scorpionman).

    Yes I guess I can subscribe to that. Scorpion stinger could be fatal. You’d have tunnel vision on the poisoned attack.
     

    Though a load of Trollkin trying to club you may be a distraction that’s hard not to ignore defensively….However It’s an abstraction and it’s all happening very fast though so yes on reflection I agree, let them pick out the larger attacker if they wish, but beware a trollkin might take you out with a good shot.
     

     

    • Like 1
  11. Yes the rules are designed commit to the parry/dodge first without knowing the outcome of the attack.

    As a GM I’d say you’d have to have super self control to not instinctively try to parry/dodge the trollkins attacks. So probably easier to assume that parry/dodge is being used as the default.

    As a GM I might ask for a roll against POW or something else appropriate to fight any instinct to parry/dodge an incoming attack if they’re aware of it. 
     

     

    • Like 3
  12. Just wondered if regular players are able to commit the attack and parry results table to memory? 
     

    I like the nuance of attack and parry  results in RQG better then previous editions, but have not yet totally cracked the code to commit to memory. 
     

    RQ2 and RQ3 were much easier to memorise in this regards. Am I foolish to even try? What’s the magic universal formula? 

  13. 3 hours ago, NickMiddleton said:

    I have a vague recollection that the GW RQ Monsters folded some typical stats (from the AH Monster Coliseum?) in with the stuff from the AH “Creatures Book” - but that might be a fabrication of my faulty memory?

    Just had a look at the GW monster book. It has few typical encounters added from monster coliseum, but not the gladiatorial stuff:

    Heres a quick summary of the encounters added:

    • a primitive hunting band
    • Honest John’s Caravan 
    • civilised Levy
    • Earth Goddess temple residents 
    • zangrif Bei, sorcerer 
    • the hill hermit (prophet and priest of the invisible God)
    • local Nobel and entourage 
    • human adventurers 
    • nomad raiders

    Think the rest is the same as the Avalon hill edition. There is a smallish sample of monsters in the first GW basic RuneQuest book, some, i think all, repeated in the Monster book.

  14. The U.K. version was split into 3 hardback books - RuneQuest, Advanced RuneQuest, and RuneQuest Monsters. Art work is different. Games Workshop used a lot of stock colour art pieces. 
     

    Writing is the same but the split between basic and advanced books made it a little more difficult to follow some concepts. 
     

    A softback version of the Basic Runequest rules was also released. 


    The later Avalon hill rerelease of their boxed set in a single softback book in the early 90’s included an errata in the back.

    • Helpful 1
  15. Just wanted to pass on my congratulations on the solo quest in the RuneQuest starter set.

    Really enjoyed it, and an excellent way for newbies, or those away from the rules for a while to get to grips with the game.

    Couple of very minor points which I’ve added to the starters set correction thread - but altogether think it’s a brilliant introduction. 
     

    I shall be returning to find out what the adventure holds for an adventurer that can still walk when they dismount from their beast! 

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